#version 450

layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inTangent;
layout(location = 3) in vec3 inBitangent;
layout(location = 4) in vec2 inTexC;

layout (location = 0) out int outInstanceIndex;

layout (binding = 0) uniform VertUBO 
{
	mat4 proj;
	mat4 view;
	mat4 model;
} vertUbo;

void main()
{
	outInstanceIndex = gl_InstanceIndex;
	// gl_Position = vec4(inPos, 1.0);
	gl_Position = vertUbo.model * vec4(inPos, 1.0);
	// gl_Position = vertUbo.proj * vertUbo.view * vertUbo.model * vec4(inPos, 1.0);
}